Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
1,638 Comments
dedrop Jun 27 @ 1:44pm 
Start of current turn would be great. Maybe also the point where the script started a combat/interaction by moving tokens to your board?
Groule Jun 25 @ 11:56am 
Sorry, my post was confused...
I meant best option to me are :

- rewind to start of current turn
- rewind to start of current round


Thanks
Groule Jun 24 @ 10:12am 
Hi and congrats for this wonderful job you made .

To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.

Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...

Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
Tuff-Luck  [author] Jun 21 @ 7:07am 
If I were to script a rewind system into my mod, which points would be useful to rewind to? I can only think of three:-
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).

I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.

I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
The Wise Wolf Jun 9 @ 9:26am 
Interesting approach.
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
dedrop Jun 9 @ 9:23am 
For me, rewinding is exactly how I pre-plan before committing. I try things out (without new reveals) and, if it doesn't work out, rewind back to start. Easier than manually dragging everything back to its place.
dedrop Jun 9 @ 9:21am 
The Wise Wolf: this one does a great job. Rarely any issues. The only challenge is that, between its and my fiddling, there are enough snapshots that I often have to hit back several times to rewind what I thought of as "one thing". Which is why it does take some back-load-back-load-... to find something like the start of a combat.
The Wise Wolf Jun 9 @ 7:38am 
I never thought about it like that, but I guess it makes sense rewinding is just like loading.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Tuff-Luck  [author] Jun 9 @ 7:33am 
Just posted a fix. That toggle button now unlocks the rewards claimed button, allowing the script to continue. Thanks for the report, hope not too many people got caught in that bug.

Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.
Max(UA) Jun 8 @ 2:32pm 
English screenshot https://ibb.co/hF7ygpLv
Max(UA) Jun 8 @ 2:21pm 
Hey Tuff-Luck, we know that the "End scenario" button is toggled, when we click again in the "Scenario not finished" position - the "Rewards received" button is inactive. We think that the script is broken, but no errors are displayed to us. https://ibb.co/xS1MpXDQ
The Wise Wolf Jun 8 @ 12:27pm 
Wait, you use rewinds regularly? I dread rewinding any scripted mod and honestly 99% of the time just forget TTS even has that function.
dedrop Jun 8 @ 11:55am 
Fascinating on the audio. I'll have to track it down.

Confirm that the block of buttons on the upper left is now draggable! Sadly, though, all the UI components jump back to their original place on each rewind. So I have to move them, hit rewind, wait for the load to see if that was far enough, move them again to rewind again, and so on. Technically workable, but kinda rough when trying to find the right rewind to the start of a combat or the like.
Tuff-Luck  [author] Jun 7 @ 5:42pm 
Hey Max(UA), I'm up for moving it, but I'm not sure where. Do you realise it is a toggle button? Click it again and it will go back to normal, even if it's a few turns latter (you might have skipped the dummy though ;-)
"the script breaks" can you give me more details? Was there an error message with a line number?
Tuff-Luck  [author] Jun 7 @ 5:35pm 
Thanks Dedrop. Audio is the one thing this mod doesn't touch. My guess is you have loaded a playlist of music from another mod and it hasn't unloaded itself. There's not much I can do from my end.
Max(UA) Jun 7 @ 12:31pm 
Thank you for scriptы game, but сan you please move the "end scenario" button from the player menu, we are trying to play for the second time and because of the high ping we accidentally click on it and the scripts break
dedrop Jun 7 @ 10:28am 
Amazing, thank you! From a naive reading of Volkare's rules, I thought he always retreats straight back from the assault, but I can imagine there are odd cases. Look forward to trying it! :-)

As an aside, I get a lot of AudioClip errors with "cannot connect to destination host". Is that expected?

Finally, I want to say again how great a job you've done here. What keeps impressing me is the design principle you chose and consistently stuck to. It's inspired: not just that you didn't try automating everything, which is likely intractable; but that you chose to automate strictly cleanup and maintenance, never text on deed cards (except to flag when it interferes with cleanup, like Steady Tempo). Even when you might have automated some, or some common mechanic in them like reputation effects, you apparently resisted the temptation. And the result is fantastic because it's more reliable and, most important, instantly predictable. Really excellent work.
Tuff-Luck  [author] Jun 6 @ 9:28am 
OK, I could see multiple options for Volkare retreating in my test games, so leaving it up to the player is my preferred option. You should find a reminder during reward claim when appropriate. Plus I've got all the interfaces drag able now. As a bonus I found (and fixed) the interface being wrong when Volkare attacked a city with a spell draw.
Tuff-Luck  [author] Jun 4 @ 8:21pm 
It’s been a while since I coded Volkare, and I can’t remember what I was planning. I think if there were multiple options for where Volkare could move, I left it up to the player. I’ll need to look into it because as you say it might need an end of turn reminder. The interface can be updated pretty easily though.
dedrop Jun 4 @ 3:55pm 
Phenomenal work! Love it on my Steam Deck. Two requests/issues, if I may. First, would it be possible to make the UI block with the Feedback, Help, Switch Table, etc. buttons draggable or collapsible like the other UI controls? They currently block my rewind button. Second, should Volkare automatically move a space away from the city when you rebuff his assault? I saw the note at the start of my turn to do this, but since the script seems to know where Volkare is and how many units he has I wasn't sure if it was meant to be automated. If not, would it be possible to add a reminder to the contextual end of turn list? Thanks!
The Wise Wolf Jun 2 @ 1:16pm 
Yes, all the solo modes from the actual game are supported.

And I (and probably many more) would argue that Mage Knight is best played as a solo game. At best coop. The pvp rules are a mess and the game gets very long with more than 2 players (espcially if they aren't very experienced with it yet).
PetrGasparik Jun 2 @ 1:05pm 
Is there any support for solo play?
SoverFA Apr 21 @ 6:48am 
I found the solution in one of thje discussions, now works. Thank you all for this amazing work, its astounding
Tuff-Luck  [author] Apr 21 @ 6:34am 
My guess is you have downloaded a custom Spanish language. Try again with the standard {es} - Spanish. It's too difficult a task to support different versions of the same language I'm afraid.
SoverFA Apr 21 @ 3:58am 
I have my language setting in spanish, but still the game is in english, how i do to play the game in spanish
amalloy Apr 11 @ 12:23am 
Fantastic mod, gotta be the best I've played for any game. The scripting handles tons of tedious things for you expertly, and if you make a mistake or disagree with the script, it always respects your choice to move stuff around yourself to get things back in the right state.
The Wise Wolf Mar 27 @ 3:13pm 
@Firat
Iirc the language is based on your TTS language (if it's available).
Osimhen Mar 27 @ 2:55pm 
How can I change the language to german in game? Is it possible tho?=
Le Quack Mar 24 @ 9:55am 
esto es increible
Khalthehunted332 Mar 13 @ 10:51am 
You do great scripting! These games need to focus more on scripts like in this game!
Tuff-Luck  [author] Mar 12 @ 9:02pm 
That would be great, all my skills are in scripting, not you tube videos. The few things out there are pretty old too.
Khalthehunted332 Mar 12 @ 8:54pm 
Ok I think I found the problem. My resolution maybe was too low or there was something in the options maybe?? Anyway Now I can try and figure out how to play this game right and maybe I'll make a 10 min tutorial about it and put in on youtube. (ALL THE OTHER ONES ARE 1 HOUR!!):UnhappyMask:
Tuff-Luck  [author] Mar 12 @ 7:32pm 
Once the mod has fully loaded, a menu pops up automatically. My guess is my mage knight splash screen was covering your load % and you didn’t quite reach 100%. Otherwise it might be something stopping the scripts from running within your settings?
Khalthehunted332 Mar 12 @ 6:13pm 
How do you start the game? Am I on a wrong resolution? What should I use? How do you start or get menus?
imuyue2050 Mar 11 @ 12:21am 
Thanks for the reply, unfortunately there is no save file, in a future game I will pay attention to the possible reasons you said
Tuff-Luck  [author] Mar 10 @ 4:23pm 
End game conditions are checked each turn by counting the shields on the city cards to see if it matches the monster count. Could one have fallen off somehow? It’s hard to replicate at my end, but if you have a save file you can send me I can investigate it further. Normally I’d ask you to rewind time to before the error, but your error is happening during one of the city fights, many turns ago I imagine.
imuyue2050 Mar 10 @ 10:34am 
Hi, when I played solo conquest there were a few times when I conquered two cities,it still prompted that the game failed and I don't know why.
avatar__007 Mar 6 @ 10:15pm 
Ah sorry, no I didn't save the game file. I played another scenario and it worked correctly, so I believe that the mistake was mine during play. I may have shoved a piece where it didn't belong and probably prevented the script from counting off all of the enemy pieces to know that the conquest was complete.
Tuff-Luck  [author] Mar 6 @ 6:59pm 
avatar__007, that sounds like a bug to me. I don’t suppose you saved your game and could share it with me? I believe you could have manually dropped shields and got the script back in order. I try to read the board to work out what the script should do next.
igiboy76 Mar 6 @ 10:39am 
Hi. Can you post a picture from the link below that shows which two special cards belong to each hero? It's easy to remember the 16 basic cards, but it's hard to remember which two cards are special for each hero. When the game starts, and I don't draw any special cards in the starting 5 cards, then I don't know which are the exact special cards in the deck because that's what the strategy depends on.
https://boardgamegeek.com/thread/3206810/character-unique-cards
avatar__007 Mar 3 @ 11:06pm 
Fantastic mod, first time playing.

Did I do something to break a city script? Playing First Conquest, I went through the following steps:
Moved my hero onto the city model on the map, which initiated the siege. The monster chits were automatically moved to the player mat as usual, and the summary of reward fame and reputation loss was recorded as normal.
Played cards, etc. and defeated all of the defenders. I left all the defenders in the player area as usual. End turn. Cleanup routine removed all monsters (3) but only added two shields to the city card, retreated my hero onto the city card as well. It did not automatically give me extra card draw (should have been +2 per the rulebook). Scenario does not appear to be complete either?
Tuff-Luck  [author] Feb 4 @ 11:30pm 
You sure can. But it’s done through Tabletop Simulator (not my mod through scripting), It saves all the data needed to continue from where ever you are in the game. Try the TTS buttons across the top of the screen.
ClouD Feb 4 @ 3:18pm 
I can't seem to find a way to save the game. Is it possible to do so?

Great game btw
Tuff-Luck  [author] Jan 21 @ 7:36am 
Thanks bc, it's fixed now.
bc Jan 20 @ 11:46am 
Still have the same error when i try to enable Rise of forgemasters :[
Tuff-Luck  [author] Jan 18 @ 4:53pm 
Fixed now. I was testing the Chinese word wrap, and left the settings turned on.
Ynead Jan 18 @ 6:09am 
Latest update partially broke setup.

When launching a new game, it seems to enable most variant options (weather, quests, random tile orientation, quest,etc). it also only offers 3 spells / advanced action even with 2 players + 1 dummy.

Arythea also seems to randomly disappear from MK choice during setup.
Tuff-Luck  [author] Jan 16 @ 3:20pm 
Sorry, I fixed it last night. I just forgot to reply. It was just the new Volkare won check I Added being to keen to trigger.
The Wise Wolf Jan 16 @ 11:55am 
@piersephFAN
Hmm, I just started the scenario to check and went through two turns for me and volkare without issues.

Are you doing anything unusual in the setup?
piersephFAN Jan 16 @ 4:43am 
When playing "Volkare's Return" Solo. I always get "Volkare has conquered the city. You have Lost. Game over." message just after my first turn.